The point is to make placing buildings important. If you wanna play super safe, place your buildings at the back of your base. If you wanna play super agressive and hi-risk, place your buildings at the very front of your base. Your units get out faster, but you run the risk of your buildings being sniped by AT-guns or tanks.
The point is to put some more strategy back into this game. The designers blundered when they removed strategic elements from COH2. The left-hand-side and right-hand-side commander tree choices from COH1 are a perfect example. Why in the world would you remove that system, and make commander abilities auto-unlock? Were they trying to take the "S" out of RTS?!?
Anything they do to put more strategy back into the game is a good thing, imo. I never liked the off-map spawn points.
I am afraid your "strategy" reasoning for removing off map spawns makes no sense. People already build their T1/T2 to the front of the base sector in order to allow reinforcements to join on the move to the front, the risk is minimal at best. 9.99/10 times if your opponent has you locked into your base sector its GG, regardless of tier placing Sorry bru but you aint making no sense here, you don't like off map spawns end of........
As for the commander system, 100% agree.